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Re: interview with Aaron Hall
Who says recursion wouldn't be possible? As long as he lets us define functions, couldn't we do something like this:
<font class="small">Code:</font><hr /><pre> function plan(n) { if n > 0 { plan(n-1) // plan ahead for turn now + n } else { // do stuff for this turn } } </pre><hr /> We'd just have to make sure not to code any infinite loops http://forum.shrapnelgames.com/images/smilies/wink.gif |
Re: interview with Aaron Hall
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1) We wouldn't be using a commercial development package for this. Like you said, the AI parser/compiler would be done using tools Aaron and the dev team provide, so that functionality is up to them. 2) Would they even want to implement recursion for us, with all the implications we've both mentioned? 3) And how much power do they want to give to recoding the AI versus more limited customization? Space Empires isn't open source. I could even see someone coming up with a really whiz-bang AI mod and selling it for profit. Andy |
Re: interview with Aaron Hall
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Re: interview with Aaron Hall
Don't worry, I have no idea what Bayesian networks are either... perhaps they're something like neural networks???
Genetic algorithms = code that evolves like a living species. |
Re: interview with Aaron Hall
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That's all I can tell you - Not being a programmer, I don't know how this is applied to game theory. Andy |
Re: interview with Aaron Hall
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Drawbacks are serious requirements in computational power and need for primary accumulation of info. Not a coder too - used it for urban development model. More: http://www.niedermayer.ca/papers/bayesian/bayes.html |
Re: Bayes Nets
Technically, bayesian nets would not be used for an AI. All they do is generate probabilities, based on known data. The AI would only come in when you make decisions based on these predicted probabilities.
I guess you could kludge together an AI that "learns" what actions to take using Bayes nets, by observing the data availible to a human player, and noting the probablilities of certain actions. This could create the interesting possibility of an AI that plays just like a particular human player. Only the AI would still not be able to generate their own strategies, only go off observed strategies. |
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